Walking without rhythm
Join Date: Jul 2009
Location: North of 49
1st ever Ottawa Gravity League Style Tourney!
OK, Tourney is ago!
When: Sunday 18 Aug
What?: Limited paint Pump Tourney
- 3 person teams
- 40 rounds per person per game
- round robin style for points
- Silly prizes for winners!
- Bandaids for the last place team! Price: $150 per team
- Includes Entry, Air, Lunch, half a case of paint per team and a lot of fun!
- Call Scotty at OXP to pay and give him the team name and the Captain of the team.
- PM me that you have paid, I will need your Captain's name, team members names and a team name!
Don't have enough people for a team? I will start an Orphan's thread so you can get team members.
Invite your friends, wives, girlfriends, parrots and garden gnomes... Tourney Rules!! READ!! and understand them!
-By paying and registering you acknowledge that you have read the rules and accept them!
Gravity League Rules and Tournament Conduct |
3-Player teams / 5-Player Teams
Pump guns only
EQUIPMENT & SUPPLIES
Markers and power supplies
A. Paintball markers must meet manufacturer and insurance safety guidelines regarding
triggering mechanisms, the trigger guard, and safety devices such as a barrel sock.
B. Each player may carry and use only one paintball marker per game. No player may be in
possession of extra or spare barrels during a game.
C. No external velocity adjusting devices, which would allow a player to adjust the velocity of
his paintball marker without the use of tools or disassembly, are permitted. All velocity-affecting
pressure regulators, which can be adjusted without the use of tools or by disassembly, must have
locking rings or tournament caps.
D. Each marker may only fire one time per barrel for each time the trigger is pulled and released.
Multi stage triggers may be disallowed at the Head Referee or Organizers discretion or if it shows
a substantive advantage, not in the spirit of the event.
E. Only pump markers / paintball markers are allowed. Stock, pump or modified pump guns will
be allowed. Any gun with any type of electronics in the gun will not be allowed onto the field.
Hoppers are excluded from this rule. Air / Pneumatic assist paintball guns are also not allowed
on the field. The head judge will determine any questionable pump guns. It is each player’s
responsibility to consult with the tournament producer prior to the event regarding definitions and
limitations of this rule.
F. Paintball marker Power Sources: All paintball markers must use either CO2 (carbon dioxide)
or compressed air/nitrogen as the power source unless the producer specifically approves other
sources. All components (fittings, hoses, valves, cylinders, etc.) of the high-pressure system must
meet the manufacturer’s safety standards.
G. At tournaments that do not restrict the type(s) or number of gas power sources/cylinders, a
player may carry multiple systems onto the field as long as they are configured in such a way as
to allow the paintball marker’s velocity to be stabilized at 300 fps or lower.
A. It is mandatory for every person (judges, players and spectators) to wear an approved goggle
system when they are directly exposed to fields while games are in progress, or when they are
directly exposed to any authorized shooting area while paintball markers are being discharged.
B. Each goggle system must include an approved full facemask and ear protection made
specifically for that model of goggle. The goggle system components shall not be altered from
their original factory condition. All goggle systems are subject to safety inspection and approval.
C. A player whose goggles are accidentally dislodged (sufficient to expose the eyes) during
a game shall be eliminated from the game; If, when this occurs, the player whose goggles
accidentally dislodged has already been eliminated, the judge shall not eliminate an active player.
D. An active player who deliberately removes his goggles (sufficient to expose the eyes) during a
game, other than with the approval and under the direct supervision of a judge shall be eliminated
from the game. ; If, when this occurs, the player whose goggles accidentally dislodged has
already been eliminated, the judge shall eliminate an active player
Clothing & Gear:
A. Players must wear full-length pants and a shirt. The Producer may alter clothing requirements
base on weather conditions. Pants and shirtsleeves must be fully extended during game play to
the ankles and wrists respectively. A player may wear only one layer of clothing underneath his
exterior pants and top. The player’s clothing may not resemble or be of a similar color to that of
the judges, and it may not be of a color/pattern similar to that of the flag(s) or armbands being
used at the event. A player may not wear or carry any multi-colored or patterned clothing and
equipment that will make distinguishing a paint mark difficult for the judges.
B. Harnesses, vests, pouches or similar gear must be worn on the outside of all clothing. Tops
MUST BE tucked into the pants. Wearing protective gear shall not be accepted as an excuse for
failure to sense an obvious hit.
C. Clothing must be sized to fit the player. A player may not wear oversized, draping and/or
excessively baggy clothing. Clothing may not be made of overly absorbent cloth or highly padded
cloth, nor of water repellant cloth/material that allows a paint mark to be wiped away quickly and
cleanly. Ghillie-type material, which makes paint marks difficult to locate and identify quickly, may
not be worn or attached to the player’s equipment or goggles.
D. Protective covers are allowed on air / co2 cylinders, but they are prohibited on paintball marker
E. Prohibited Devices. Players shall not use and/or carry onto the playing field: artificial sounding
devices (e.g., whistles, clickers, horns); shielding devices; artificial light sources; heat generators
(e.g., matches, lighters, heat packs); weapons, flares, paint grenades, paint mines, or any form
of pyrotechnic devices; tools and spare parts capable of affecting a paintball marker’s velocity;
silencers or sound suppressers; slingshots, blowguns or any device capable of propelling
a paintball other than the single approved paintball marker per player; radios and similar
communication, signaling or listening devices; or items that might be mistaken for a flag.
Gravity League 3-Player is limited to 40 rounds per player per game. Gravity League 5-Player is
limited to 60 rounds per player per game. LIVE Player’s may share paint. A player only may use
paintballs that remain in fresh, unaltered, untreated factory condition as per the manufacturer’s
specifications. Paint shall be purchased at the field on the day of the tournament event.
SITE & FIELD SET UP
There shall be only one flag station for single-flag (“center flag”) games. The 3-player games are
center flag, 5 minutes long maximum, with a 10-second silent countdown.
Field boundaries must be clearly marked.
Players must meet event eligibility requirements.
Rosters: Players may not be listed on more than one team roster per event, and a player may
not change teams during an event. Waivers and roster sheets must be turned in before the first
game the team plays. Turning in waivers and roster late will result in zero points for prior games
played. Eligible players may be added to a team’s roster any time during an event, providing they
report to the scoring table and are added to the roster before they play in a game.
CHRONOGRAPHING & CHRONOGRAPH PENALTIES
Maximum Paintball Velocity: The maximum allowable velocity for any event is 280 feet per
second (fps) for all non-12 gram cartridge markers and 285 feet per second (fps) for 12 gm
powered markers. Event rules may change the velocity limit.
All paintball markers are subject to a chronograph check before, during and after a game.
Pre-game Chronograph Check: Before each game every player must report to the field’s
designated chronograph. All players prior to starting the game, will be chronographed. The
velocity check shall consist of at least one (1) shot but typically (2) consecutive shots over the
chronograph. A set of two (2) shots must be taken with each power source/cylinder a player takes
onto the game field. No single shot may exceed the event limit. Any paintball marker shooting
over the event limit shall not be allowed in the game. Players may attempt to re-qualify paintball
markers, providing games are not delayed. A player may go into a game without a paintball
Between each chronograph on before a game and chronograph off after a game, without the
express permission and supervision of a judge, a player commits an infraction if he adjusts,
disassembles or otherwise alters or tampers with the velocity regulating components of his
paintball marker. If the player is active, the judge will eliminate him; if the player has already been
eliminated, the judge will assess a POINTS PENALTY of -10 (10 points are subtracted from the
An eliminated player, or an active player after the game ends, commits an infraction if he
discharges his paintball marker, bleeds off gas, removes the cylinder, or turns off the valve before
completing the postgame chronograph check; the judge will assess a POINTS PENALTY of -10
(10 points are subtracted from the team’s score).
During a game, a player must allow a judge to chronograph his paintball marker upon request.
The judge will call the player neutral, and the player must cease all play-related actions and follow
the judge’s instructions. If the player refuses to follow the judge’s chronograph check directions,
the judge will eliminate that player; in addition, the judge will assess a POINTS PENALTY of -
50 (50 points are subtracted from the team’s total). The game check shall consist of one (1) shot
over the chronograph without any clearing shots. This shot may not exceed the event limit. If this
shot exceeds the event limit, the judge will eliminate the offending player. The player must submit
to a post-game chronograph check where a further Points Penalty may be assessed according to
post-game chronograph check rules.
Post-game Chronograph Check: Any player may be requested to report to the field’s designated
chronograph immediately after the game ends. If this request is made an equal number of
players per team will be chronographed. The velocity check shall consist of no more than three
(3) clearing shots immediately followed by one (1) shot over the chronograph. If the single
chronograph shot exceeds the event limit, two (2) additional chronograph shots are required;
those three chronograph shots will be totaled and the judge will assess a POINTS PENALTY of -
1 point for each fps over three times the event speed limit (1 point for each fps will be subtracted
from the team’s total score, up to a maximum of 50 penalty points per player per game).
ELIMINATIONS & MARKINGS
A player is eliminated from the game when he is ordered off the field or eliminated by a judge, or
when a player signifies his elimination whether marked or not.
Out of bounds: A player whose body or equipment accidentally or deliberately extends beyond
the vertical plane of the boundary shall be eliminated. A player will not be eliminated for touching
a suspended tape boundary. However, pushing out the tape or extending any part of his
body and/or equipment more than two feet beyond the original position of the tape boundary
constitutes going out of bounds and the player shall be eliminated.
A player who deliberately shoots at another player across a boundary or from out of bounds
commits an infraction. When witnessed by a judge, a player marked by a paintball from across a
boundary will be returned to active status.
A player who climbs on a tree, a bunker, a structure or a prop will be eliminated.
A player who deliberately alters terrain or structures, or tampers with a bunker, will be eliminated.
A player who deliberately uses a non-participant or a movable object as a shield will be
Start of the Game: The countdown and “game-on” signals will be issued to both teams
simultaneously. No more than the prescribed number of players may be on the playing field when
the game-on signal is given or at any time during the game. A team may start the game with
fewer than the prescribed number of players. Games will not be delayed for late players or for
equipment malfunctions. A referee will eliminate any player who is not within his team’s starting
area when the game-on signal is given or who leaves the starting area before the “game-on”
Each player must maintain possession of any equipment or clothing (including his armband)
that he carried onto the field except for the following disposable items: paint pods/loading tubes,
squeegees, and spent or unused 12-gram cartridges. Intentionally discarding equipment is an
infraction. Unintentionally losing possession of non-disposable equipment for more than five
seconds also is an infraction. Any equipment more than 3 feet away from the player is considered
A player is eliminated from the game when he is marked anywhere on his body, clothing or
equipment caused by a direct hit from a single paintball.
A player is eliminated from the game when he is marked anywhere on his body, clothing or
If two or more players are marked simultaneously, both shall be eliminated. A judge will decide
which player(s) is eliminated when the players involved do not agree on the order in which they
were marked. If the judge cannot determine which player was marked first both players will be
It is the player’s responsibility to notify a judge and receive the judge’s acknowledgment when
he is marked other than by a shot (e.g., by kneeling on a paintball, from cleaning his paintball
marker, from leaning against a paint-stained object, etc.). If the judge determines the mark was
not from a hit, the judge will wipe off the mark.
It is each player’s responsibility to check themselves and call himself out when he has been
marked from an obvious hit. An “obvious” hit is a direct impact that leaves a quarter-sized or
larger splat and that, in the judge’s determination, the player should physically sense.
When a player receives an “obvious” hit that the player can visually verify, he must signify his
elimination immediately. A player may seek reasonable cover in the immediate area if he is
unable to visually verify an obvious hit and if remaining in his current position while waiting to be
paint checked will leave the player exposed.
Blatantly shooting a player after he has signified his elimination is an infraction.
A player who fails to continuously call for a paint check after an obvious hit which the player
cannot visually verify commits an infraction. +1
A player who receives an obvious hit and continues aggressive play (shooting, advancing,
communicating with teammates, handing off supplies, etc.) commits an infraction. +1
A “questionable” hit is a mark that, in the determination of a judge, the player probably did not
physically sense. A player who receives a questionable hit will be eliminated from the game
but has not committed an infraction. If, however, a judge determines that the player became
aware of a questionable hit and then continued to play, the player has committed an infraction by
continuing aggressive play after an obvious hit. +1
A player who has been eliminated and/or signals himself eliminated, and who then shoots at an
opponent from on or off the field, commits an infraction. + 2
A player who deliberately attempts to hide, remove, or conceal a paint mark commits an
infraction. +2 (3Player format) +3 (5player format)
If the last Player on a team is found to have been playing on with an Obvious hit or wiping then
the opposing team will receive the PULL and HANG.
Overshooting: Any player that is eliminated at a less than 10 ft range and is found to be shot
more than 3 times, opposing (shooting) player commits an infraction, will also be eliminated. + 1
PROCEDURES FOR ELIMINATED PLAYERS
An eliminated player is allowed to verbally signify his elimination once only, simultaneously with
his visual elimination signal. +1
A player must immediately signify his elimination by fully extending his paintball marker above
his head and keeping it raised until he has crossed the field boundary; failure to do so is an
infraction. A player shall allow a judge to take his armband off, but if a judge is not available to do
so, the player shall remove his own armband and give it to a judge. +1
An eliminated player must exit the field as quickly and directly as possible, following the directions
of the judges. A player should insert a barrel plug into his paintball marker’s barrel when he
crosses the field boundary. An eliminated player commits an infraction if he fails to proceed
promptly and directly to the field’s holding station. +1
An eliminated player who communicates, verbally or visually, with his teammates, commits an
An eliminated player who discards or passes off equipment or supplies commits an infraction. +1
A player who fails to call for a paint check and waits until after the game ends to signify his
elimination, and/or who has an obvious hit but attempts to report as “live” (active) after a game,
commits an infraction. The offending player shall be counted as an elimination; additionally, the
judge will assess a POINTS PENALTY of -20 points (20 points will be deducted from the team’s
Paint checks may be requested by any active player any time during a game, but judges are not
required to respond to superfluous and/or distracting requests. Nor will judges answer questions
regarding game situations (e.g., time remaining, location of flags, disposition of active players,
etc.). The time clock is not stopped for paint checks.
Judges may visually check a player without performing a “neutral” paint check (without “calling
him neutral”). During these non-neutral paint checks, play continues across the field without
restrictions to shooting and movement.
Neutral paint checks: A judge will perform a “neutral” paint check if, in the performance of the
check, he will expose the player to hits or interfere with normal game activity. A player becomes
neutral only when a judge gets close enough to touch the player, tells the player he is neutral,
and signals the player’s neutrality to the rest of the field. A player who calls for a paint check on
himself remains in play unless and until a judge performs a “neutral” paint check on him.
When a judge performs a “neutral” paint check, he must signal the player’s neutrality to the rest of
the field by 1) raising a neutral flag high above the player’s head or 2) raising one arm/hand high
above the player’s head.
A judge may signal a player “eliminated” by outstretching one arm/hand to point at the player and
putting his other hand on his head. A judge may signal a player “clean” by outstretching one arm
out to each side.
An active player shall not shoot or advance directly toward a neutral player, and shall not enter a
25-foot (25') radius around the neutral player.
A neutral player becomes active when the judge tells him he is clean/may resume play, and
signals to the rest of the field that the player is now active.
Judges, not the player, will wipe off indirect spatter and wrongful hits, such as when players are
hit after being called neutral.
A player who attempts to remove paint splatter and/or spray off his clothing or equipment
commits an infraction. However, the exception is a player’s goggle lens; a player may wipe off his
lens only after receiving direct permission from a judge.
Spectators shall not point at nor communicate with active players, nor shall they distract judges
and/or interfere with the game. Willfully doing so may be assessed as a one for one and lead to
Spectators are likewise forbidden from wearing team jerseys, shirts, or other clothing that may
cause confusion as to the number of live players on field. Willfully doing so may be assessed as a
one for one and lead to spectator ejection
Spectators must follow the directions of the judges. Non-playing spectators must have in their
possession some type of picture ID, and they must show it to a judge upon request.
FLAGS & FLAG CARRIERS
A flag is designated as “pulled” or “secured” when it is removed from its station and held in the
possession of an active player.
A player shall not be eliminated for taking possession of a flag with quarter-sized or larger paint
marks on it.
A flag carrier must hold the flag in the hand and must keep the flag visible at all times. The flag
may be handed off between active players.
Any active player may pick up a dropped or discarded flag, but in a dual flag game, players may
not intentionally touch, move, shoot or disguise their team’s own flag. A player is presumed to
know which flag is his own team’s flag.
If a flag is abandoned for more than five (5) seconds, a judge shall pick it up and return it to
the appropriate flag station as quickly as possible. Resetting the flag in its station nullifies the
abandoning team’s pull.
In single-flag (center flag) games, a flag “hang” is awarded when an active player touches the
suspension point of his opponent’s starting station with the flag. In dual-flag games, a flag hang is
awarded to the first active flag carrier from either team to touch the suspension point or break the
plane of his team’s flag station with the opponent’s flag.
A flag carrier automatically becomes neutral when touches the suspension point. A judge will
check him for paint marks. If the flag carrier is clean, the game ends. Should game time expire
during the check of the flag carrier, the flag hang will be awarded if the carrier is clean. If the flag
carrier was marked prior to breaking the plane or touching the suspension it shall be deemed a
dirty hang and points for the hang rewarded to the opposite team.
If the flag carrier is eliminated he shall stand holding the flag at shoulder height, with the majority
of the flag or flag cloth clearly hanging exposed, until an active player takes it from him or the
game ends. The eliminated flag carrier commits an infraction if he hampers a flag pull by an
opposing player. +1
An eliminated flag carrier also must keep his paintball marker raised above his head unless a ref
places his paintball marker on the ground.
The head judge will give the game-end signal when a flag is hung, the time period for the game
expires, or the last player on a team is eliminated via a penalty. All shooting must cease at the
game end signal, and players on the field should install barrel socks.
A player who signals the end of a game commits an infraction.
The head judge of a field may “freeze” the field, signaling all play to stop, because of an
emergency, injury, safety hazard or other serious game problem. The judges will instruct the
players as to the actions required. The head judge will resume play with a 10-second countdown
after notifying the field how much time remains in the game.
A person may not argue with a judge, hinder/interfere with a judge’s performance, and/or
disregard a judge’s warning during a game.
A person may not engage in loud arguing, cursing or insulting name-calling regardless of where
or to whom it is directed (toward a judge, player, spectator, self, etc.).
Engaging in confrontational arguing or severe, abusive cursing or name-calling, and/or
threatening physical harm to another person, is an infraction. If the offending player is active, the
judge will eliminate him; if the offending player has been eliminated, the PENALTY is +1. In either
case, the judge also will assess a POINTS PENALTY of -50 (50 points are subtracted from the
Making belligerent physical contact with another person by deliberate bumping, pushing, shoving,
use of an object, etc., is an infraction. When this occurs, the judge will END THE GAME and
the offending player’s team shall forfeit the game. Additionally, the judge will assess a POINTS
PENALTY of -100 (100 points are subtracted from the team’s score). If a player from each team
commits this infraction, both teams shall forfeit and the POINTS PENALTY of -100 shall be
deducted from each team’s score.
Game Points: Game points are earned by teams according to their performance. Accumulated
points will be used to rank contestants throughout the event for seeding positions and to
determine which teams advance to the next round.
Standard Game Points System:
7 point per elimination
3 point per live players
20 points for First Pull
50 Points for Flag Hang
4 point per elimination
2 point per live players
20 points for First Pull
50 Points for Flag Hang
This Tournament Rules Book is not an exhaustive reference regarding rules, infractions and
penalties. Penalties may be increased, decreased, or declined by the director of judging or an
ultimate judge, at his discretion, in particular circumstances.
It is each player’s responsibility to consult with the tournament producer prior to the event
regarding definitions and limitations of the rules.
A violation of these specific rules, as well as a violation of the spirit and intent of these rules, is an
Each player must immediately submit his equipment, his paint, and himself for an inspection
whenever requested by a judge.
Players must follow all of the directions of the judges. Since the instructions of the judges
supersede these rules, a player shall not be penalized for following the directions of a judge.
Appeals: All decisions by the judges are final. Questions or appeals may be addressed by the
team captain(s) to the head judge of the field immediately after the players have chronographed
off after the game.
A “+1" signifies that the judge will eliminate one active teammate of the offending player. A “+2"
signifies that the judge will eliminate two active teammates of the offending player.
Successive or continuing infractions are grounds for successive penalties. Example: the offending
player is an active player and commits the infraction of arguing with a judge; the judge eliminates
him from the game. He continues to argue with a judge; the judge eliminates an active player
from his team. If he continues to argue, the judge eliminates another active player from his team.
Certain infractions result in Penalty Points. Successive or continuing infractions are grounds for
When a “+1" or a “+2" penalty eliminates the last player from a team, the other team will be
awarded the flag hang automatically. First pull also will be awarded if one has not occurred earlier
in the game.
Any team that is caught with more than the game limit (Gravity League 3-Player is limited to 40
rounds per player per game. Gravity League 5-Player is limited to 60 rounds per player per game.
LIVE Player’s may share paint). If the Producer and Head Judge determine that this infraction
was done with intent the entire team will be disqualified from the event and face suspension. The
offending team will forfeit the game in which the infraction occurred. If the Producer and Head
Judge determine that this infraction was done with intent the entire team will be disqualified from
the event and face suspension.
Delay of Game
All upcoming games shall be announced two games in advance. Ie. On deck and double deck.
Any team called to play must report to their starting point from the on deck area immediately.
Any team taking more than two minutes to report to the starting point after being called three
times shall be forced to start minus any players not present. The opposing team shall receive the
normal award for said eliminations, up to and including a full forfeit for that round.
Exceptions may be made to this rule on an individual basis by the event organizer or field
SUSPENSIONS & EXPULSIONS
The producer or his designated representative is the only person authorized to penalize a player
with probation, suspension, and/or expelling a person from a tournament.
A person expelled or suspended from a tournament must leave the premises and not return.
Gravity League: Updated 05/26/2009